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(+1)

Would you mind tweaking the coin and health level up behavior to not show up if you're at max health or have a certain number of coins?

Getting 3 options per level up means it reduces your chances of finding something you want.

I'd like the health more if it gave you extra maximum health when you're already at full, or it trickles over. Does it do that already? I only bought some when I was at 4 HP.

To get the most out of your elemental arrows now, you'll want to focus on turning all the arrows you have into elemental ones first, and then go for the upgrades. 

I actually like this system more. You have guaranteed effects vs a % chance.

For the elements, anyways. Is the maximum you can get for multishot +2 arrows now? I'm thinking, unless you add a piercing power up that makes arrows continue to go through enemies, you'd be better off skipping multi shot for an elemental arrow.

Because they apparently do not stock. You can't multishot acid arrows for example.

Two arrows simply kill potentially two enemies, but are more likely to have one or both of them miss. 

A pool of acid, ice, or a fire effect keeps providing benefits. If you filled up your quiver with acid arrows, you could count on frequent pools of acid to help clear out enemies. 

I suppose the multishot would balance out if they fused together at some point, and you could shoot more than +3 arrows.

But the coins and health options reduce your chances of finding more elements, especially since buying an element means you now can buy elemental power ups for that element.

Actually, how about letting us spend coins for a reroll? It gives them another use. Or you could create reroll tokens and put them on enemies. 

So this update is much harder, mainly because bad RNG could easily screw you.

My first 5 level ups had health and coins. I'd have gotten farther if I got the strong options from the start. 

Your damage is way slower, and the enemy's escalating means you spend a lot more time shooting them. They end up outpacing you unless you can put together a good build. 

So I suppose your list of priorities are to pick an arrow power up. Exclusively purchase that one. Skip level ups unless they raise your damage or let you buy the power up you want, and then you hunt until you're able to get setup.

The damage over time effect of ice makes it interesting. That's a nice change.

This system of each arrow having an element to it could lead to future special arrow types, though. That would add a whole new level of complexity. 

Like if you purchased a fire arrow and then bought acid on that slot. What if it created a stronger, corrosive fire?

Or buying acid and then fire means the acid pools will set people on fire and also melt them.

(+1)

You raise an interesting point, there should either be no max health at all, or the heal option should not show up unless you're down 3. I'll also be adding a reroll, I think a coin is a high cost but I guess it's still better than missing an entire upgrade. Maybe I'll increase coin availability to compensate.

There should not be a limit to the number of multi shot boosts you can take, I think you've just been unlucky. Maybe what I'll do though is have each subsequent boost give you more arrows, so multi-shot initially gives you 2, then the upgrade gives you +2=4, then the next is +3=7, and so on. Combined with +damage upgrades, that could really give you some crowd clearing ability.

I may experiment with mixing upgrades (such as acid spreading fire), I'll need to think on that one.